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666th_birdy

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Everything posted by 666th_birdy

  1. Yes, you can add and remove (change)any object you want but you do need a special tool for that. This tools is made/owned by SwingKid and it converts *.scn file to an editable txt file and lets you compile it back into a *.scn file again. Note that if you want to make a scenery with changes you've made, it will take your PC some 13 hours to calculate and compile a new high-scenery file. making changes can be quite time consuming aswell (especially for a newbie) so if you could tell be what changes you are thinking about, maybe I can do it for you. However it's not a good idea to have many different sceneries around because missions made by player1 might have targets in it that aren't present (or moved) at player2
  2. Files in the download section of www.666th.org are back on line again. @ crazyeddie: sorry mate but I don't do textures. I just but things i the scenery that are allready available
  3. All 1.1 versions are the same allthough one doesn't mention 'Merzifon' in the file name. If you have installed v1.1 (Merzifon) using ModMan, you can simply overwrite all *.scn files of more recent beta-versions. Note that the current released versions all use the standard LOFC objects and modding other files is therefor not necessary. With upcoming versions however, the scenery file will contain 3rd party objects that must be installed before. I will probably include them in the ModMan zip-file aswell just to be sure. what I"m trying to say is that in the future simply overwriting old *.scn files is not enough to get the most out of a new scenery version. I hope I've answered your question. If not, just hollar. PS: funny you mention the 'eastern airvbase' since I planned to delete it from new releases. Guess I should leave it in then.
  4. So it seems....Will get it fixed
  5. Just to be clear, I don't create or modify models/objects. I only put them in the scenery.
  6. Probably some fuelbarrels and ammo crates from Mbots' "Static Objects Pack 1". If TheSystem finishes his tow-bar (among other things), I would like to incorperate them too. I'm open for suggestions though, so please state special requests here: http://forum.lockon.ru/showthread.php?p=324914#post324914
  7. You should try beta1.2 of my scenery file. There you'll see a lot of additional buildings in front of Sochi airfield. tread: http://forum.lockon.ru/showthread.php?t=22695
  8. Don't worry about the flags and banners of the Hangar object; these are all additional textures that can be edited even when the hangar is in the scenery file. Copy on the suggested postition. Construction in progress...... ;) @jabog32; if more people feel that way about Sochi I'm happy to remove them.
  9. I agree but then we need the smaller version, not the one with the one with the side structures
  10. hangar in scenery Putting new objects in the scenery is no problem. There are some things to consider however. : - will the object size cause problems for taxiing AI (note wingspan)? - Is the obect suitable for all situations (can any plane park in the hangar) - how about IRL situation - does the object look good (also in relation to other objects) In case of Tomcatz' hangar you can see in the screenshot (were I put the hangar in the scenery file) that my first point allready comes up. I agree that we don't have a dozen of these hangars on a small airbase, but such a hangar is seldom seen alone. Another 'problem' is that some objects are only seen if other files beside the scenery file are modified. The first is structtable.sht (objects willl otherwise not be visible) but some addon objects also need modifications in the meinit.xml and grafics.cfg. Since these files are frequently modified by other mods or by hand, it will undoubtedly cause for some obejcts to become unvisible again. Keep up the modding though coz I love new things on airbases that make it look more alive
  11. Nope, doesn't work. When I put it in the scenery it's considered an object like a house so landing on it results in an exploding plane and carrier. The ILS function doesn't work either off course.
  12. Nice one. You might wanna re-do the tow-truck available in LOFC while you're at it! PS: the "tag.cmd" object is a left-over from Flanker and is not available unless you modify your structtable.sht and meinit.xml file.
  13. trains I've also added some interesting train objects near Kerch AB. in the picture above, the trains on the right track are allready in the scenery. New are the ones on the left track. As you can see they are carying bombs, ammo-crates and KUB radars 7 launchers that should get you tickeled for a A2G mission. For the first time ever, an empty platform-wagon will be seen as an object. You can see them at the end of the right track in the picture above. You can put any object on them using the mission editor (as I did below with the hawk setup). I'm sure they will make nice targets aswell.
  14. Vekkinho, adding the Yak is no problem. just send me the CMD or LOM file and I'll put it in somewhere. The terrain however is something I do not know how to edit
  15. New service road to radar at Maykop. Keep or lose?
  16. That is correct; the MEINIT file has a limit. I'm not sure how many but you can still add 100 objects before it crashes though ;) As Alpha said, new designed models should be noted in the structtable.sht file aswell. For more info on expanding the object list see this tread: http://forum.lockon.ru/showthread.php?t=14030&highlight=objects Note that if you are using my scenery mod, the ComCenter object (that is present in the scenery) will be replaced by the new hangar. PS: love the new hanger model ! Might just include them in a new scenery file.
  17. If you use my scenery mod there is an army base and (grass)airfield in the far east part of the lockon map. Search the mod forum for details.
  18. http://www.youtube.com/asia1mage nice to see the RoCAF Ching in action for a change
  19. Awesome work. The heavy drama is overwhelming. Keep this stuff coming
  20. If you're implying that it is a trick-photo, you're wrong. It is a new object created by superimposing a tilted F-16A object onto the Yak-monument object. The Yak is much smaller than the F-16 so it is completely covered. @SuperKungu: The new gate keeper is located on the same spot as the old one. So you can allready start practicing there. I also placed MiG gate keepers at other airbases in my older scenery mods. Have you find (shot) them yet?
  21. Oke, the Beta v1.2 is available in the download section of http://www.666th.co.uk/ This Beta version is intended to be used with my previous version "Scenery mod Merzifon v1.1" allready installed via ModMan. The high.scn file in this package should simply be copied into your lockon\bazar\terrain\scenes folder (overwrite the high.scn file present). If you use this mod without my previous scenery mod, operations at Merzifon or Razdonolye airbase will be funny (but beside that it's possible to use this Beta). Make sure you backup the orginal high.scn in case no other scenery mods are allready installed. Adler IRL. @Aeroscout: The airstrip is just a piece of straight road. I can not adjust LockoN to use it as a 'regular' airport. Taxiing on the grass still is a no go. Bare in mind that it's a first try and not finished yet. Have fun flying and feedback is welcome
  22. I have no reason to believe the structure of the scenery file in BS is any different than FC. The BS scenery file will be converted into a workable txt file and my objects are simply added. After that the txt file will be compiled back into a scn file and you're ready to go. Please report any bugs or even requests.
  23. Corsica (france) 1992 There are clips like that of low flying birds. The one in Tchad is very good.
  24. ....I will post a beta release (v1.2) for LOFC soon. Ever since I saw some photo's on www.airliners.net of Adler airport I had plans to work on a new scenery version. I've finaly found some time and this (beta) version v1.2 that I'm about to release has over 150 objects added to the town of Adler. Furthermore an army base was added to the unpopulated part of the Ukrain and I started to work on a highway airstrip. Now before you start moaning about FPS, it's not that bad (only takes up an extra 1-2). Just remember that the final version (v2.0) will be a Black Shark version and you need a fast PC for that to run anyway. I'm still finishing up some details but I didn't want to keep you from some previews: Adler: airstrip: Army base & forest:
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